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- Abjuration: Spells that protect, block, or banish.
- Alarm: A spell that creates an area around a targeted area, will notify them of any hidden threats that pass within the spell’s range
- Banish: Force an entity that fails to resist back to their plane of existence for a short period of time, costs pp to maintain the banishment. Can be done permanently so long as you have the correct components
- Barrier: Create a solid barrier of many around the target. The barrier is physical, like a wall and must be broken for most matter to pass it. The barrier can break
- Bind: Magical restraints hold the target at bay so long as you maintain focus.
- Cancel: Allows the caster to negate a spell or magical effect if they have the mana to do so
- Deflect: Blocks melee attacks using magic, has no mana cost
- Push: Forces an object back at high speeds
- Pull: Pulls an object toward you
- Ward: Deflects magical attacks using magic, has no mana cost
- CONJURATION
- Mage hand: Allows the caster to manipulate objects within their sight as if they were touching them
- Water: Pull water from certain sources and manipulate it
- Familiar: Conjures a familiar from your imagination or one you’ve mad a bargain with. Grows stronger with the caster
- Shift: Allows the caster to move any object or creature within their sight to another space
- Portal: Create two points in space that can be traveled between by whatever objects pass through them
- Firefly: Summons floating lights that increase the parties perception by 1 until the spell wears off
- Construct: Creates a solid construct made from magic that can be used for various purposes before shattering
- Slight of hand: Allows you to pull objects you have from thin air, or shift one hand sized object with another you can see
- Bind: Conjures magical restraints that restricts the movement of the target.
- DIVINATION
- Telepathy: Communicate using the mind, linking with a willing partner
- Seeker: Conjures a small sphere that aids in finding something the caster searches for
- Detect Magic: Alerts the caster to magical properties
- Sixth Sense: Magically predicts the foe's next move, letting you prepare for it
- Empathy: allows the caster to find an object or person if they have a piece of it or an item they had
- Thought bubble: Protects the mind from information extraction
- Beast tongue: Can speak to animals
- Comprehension:Allows one to decipher code or unknown written languages
- Gab: Can understand a spoken language
- ENCHANTMENT
- Sharpen: Imbues an object with sharp qualities
- Corrosion: Causes armor to weaken my making it brittle and rust
- Curse: Inflicts a cures on an object, Causing terrible luck to befall them in the form of a -1
- Eagle eye: enhance's perception based on the mage's skill
- Rune: imbues an item you have with a magical seal, creating a rune that can be used to cast spells
- Mage armor: creates magical armor that absorbs damage
- Green thumb:Enables the caster to manipulate plants
- Toxify: Makes the object toxic
- Poison: Poisons an object
- EVOCATION
- Flames: Invoke the power of fire to deal burning damage, with a chance to burn
- Frost: Invoke the power of cold winds and ice dealing cold damage with a chance to freeze
- Lightning: Invoke the power of Lightning and thunder. Dealing shock damage with a chance to jump to another target nearby
- Magical Bolt: A simple spell where a bolt of pure mana is fired at a target. It takes no effort to cast, costing only the mana needed to fuel it
- Healing hands: Restores Hp of a target you touch
- Immolate: sets a flammable object on fire, or can be used to snuff out flames
- Mana Draw: Focuses on the environment and pools mana into the caster
- ILLUSION: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
- Conceal: Turns a target invisible
- Charm: use magic to make your target more susceptible to persuasion, also calms beasts
- Doppelganger: Creates illusions of a target, including yourself indistinguishable from one another. The number of illusions depend on the kill level of the caster, and fade if touched
- Sleep: Puts those to sleep within the spells area of effect. This area increases based on the caster’s skill level
- Trick: Cause the target to perceive something that isn’t there. Be it sensations or Smells. The more complex the imagery the more demanding the spell becomes
- Phantom Pain: Force the mind to perceive pain, will not deal physical damage
- NECROMANCY
- Chilling touch: Drains a target of their stamina and mobility, reducing their mobility by 1
- Life steal: Drains health and vitality from one target and gives it to another, restoring health
- Reanimate: Revives a dead corpse to perform simple tasks. The stronger the necromancer, the more corpses can be reanimated
- Rend: Inflicts bleeding on a target in the form of cuts
- Necrotic Circle: Undead cannot come within a 3x3 area of the caster until the spell wears off
- Sicken: Inflict a target with a random illness, can choose he illness if you have one memorized
- Curse: inflicts a curse on a target for a sacrifice. The curse varies pending on the sacrifice
- Sap: Drains mana from organic targets and restores it to the caster
- Necrotic Healing: Restores and heals damage to dead tissue
- TRANSMUTATION
- Feather fall: Slows falling targets to the point they float harmlessly to the ground
- Liquefy: Makes an object Liquid like
- Slow: Drains a target’s momentum
- Solidify: Makes an object solid
- Purify: Removes impurities from the object
- Stone: Allows one to sculpt and shape rock and earth.
- Grow/Shrink: Manipulate the size of an object
- Mage armor: Creates a protective armor shell of manna, adding to magic resistance
- Animate: Select inanimate objects and control them for a short amount of time, The stronger the mage, the more objects they can manipulate
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